Delete more unused fbo functions

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Henrik Rydgard authored and Henrik Rydgård committed 2017-02-04 22:25:34 +01:00
1 parent 16dda97dfa
commit 089fa4f5a7
3 files changed
+18 -34

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+12 -12
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@@ -1014,7 +1014,7 @@ void FramebufferManagerGLES::CopyDisplayToOutput() {
DEBUG_LOG(SCEGE, "Displaying FBO %08x", vfb->fb_address);
DisableState();
GLuint colorTexture = fbo_get_color_texture(vfb->fbo);
fbo_bind_color_as_texture(vfb->fbo, 0);
int uvRotation = (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE) ? g_Config.iInternalScreenRotation : ROTATION_LOCKED_HORIZONTAL;
@@ -1036,15 +1036,15 @@ void FramebufferManagerGLES::CopyDisplayToOutput() {
if (cardboardSettings.enabled) {
// Left Eye Image
glstate.viewport.set(cardboardSettings.leftEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
DrawActiveTexture(colorTexture, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, nullptr, ROTATION_LOCKED_HORIZONTAL);
DrawActiveTexture(0, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, nullptr, ROTATION_LOCKED_HORIZONTAL);
// Right Eye Image
glstate.viewport.set(cardboardSettings.rightEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
DrawActiveTexture(colorTexture, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, nullptr, ROTATION_LOCKED_HORIZONTAL);
DrawActiveTexture(0, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, nullptr, ROTATION_LOCKED_HORIZONTAL);
} else {
// Fullscreen Image
glstate.viewport.set(0, 0, pixelWidth_, pixelHeight_);
DrawActiveTexture(colorTexture, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, nullptr, uvRotation);
DrawActiveTexture(0, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, nullptr, uvRotation);
}
} else if (usePostShader_ && extraFBOs_.size() == 1 && !postShaderAtOutputResolution_) {
// An additional pass, post-processing shader to the extra FBO.
@@ -1055,7 +1055,7 @@ void FramebufferManagerGLES::CopyDisplayToOutput() {
shaderManager_->DirtyLastShader(); // dirty lastShader_
glsl_bind(postShaderProgram_);
UpdatePostShaderUniforms(vfb->bufferWidth, vfb->bufferHeight, renderWidth_, renderHeight_);
DrawActiveTexture(colorTexture, 0, 0, fbo_w, fbo_h, fbo_w, fbo_h, 0.0f, 0.0f, 1.0f, 1.0f, postShaderProgram_, ROTATION_LOCKED_HORIZONTAL);
DrawActiveTexture(0, 0, 0, fbo_w, fbo_h, fbo_w, fbo_h, 0.0f, 0.0f, 1.0f, 1.0f, postShaderProgram_, ROTATION_LOCKED_HORIZONTAL);
fbo_unbind();
@@ -1065,7 +1065,7 @@ void FramebufferManagerGLES::CopyDisplayToOutput() {
ERROR_LOG(G3D, "WTF?");
return;
}
colorTexture = fbo_get_color_texture(extraFBOs_[0]);
fbo_bind_color_as_texture(extraFBOs_[0], 0);
// We are doing the DrawActiveTexture call directly to the backbuffer after here. Hence, we must
// flip V.
@@ -1074,15 +1074,15 @@ void FramebufferManagerGLES::CopyDisplayToOutput() {
if (g_Config.bEnableCardboard) {
// Left Eye Image
glstate.viewport.set(cardboardSettings.leftEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
DrawActiveTexture(colorTexture, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, nullptr, ROTATION_LOCKED_HORIZONTAL);
DrawActiveTexture(0, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, nullptr, ROTATION_LOCKED_HORIZONTAL);
// Right Eye Image
glstate.viewport.set(cardboardSettings.rightEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
DrawActiveTexture(colorTexture, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, nullptr, ROTATION_LOCKED_HORIZONTAL);
DrawActiveTexture(0, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, nullptr, ROTATION_LOCKED_HORIZONTAL);
} else {
// Fullscreen Image
glstate.viewport.set(0, 0, pixelWidth_, pixelHeight_);
DrawActiveTexture(colorTexture, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, nullptr, uvRotation);
DrawActiveTexture(0, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, nullptr, uvRotation);
}
if (gl_extensions.GLES3 && glInvalidateFramebuffer != nullptr) {
@@ -1101,15 +1101,15 @@ void FramebufferManagerGLES::CopyDisplayToOutput() {
if (g_Config.bEnableCardboard) {
// Left Eye Image
glstate.viewport.set(cardboardSettings.leftEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
DrawActiveTexture(colorTexture, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, nullptr, ROTATION_LOCKED_HORIZONTAL);
DrawActiveTexture(0, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, nullptr, ROTATION_LOCKED_HORIZONTAL);
// Right Eye Image
glstate.viewport.set(cardboardSettings.rightEyeXPosition, cardboardSettings.screenYPosition, cardboardSettings.screenWidth, cardboardSettings.screenHeight);
DrawActiveTexture(colorTexture, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, nullptr, ROTATION_LOCKED_HORIZONTAL);
DrawActiveTexture(0, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, nullptr, ROTATION_LOCKED_HORIZONTAL);
} else {
// Fullscreen Image
glstate.viewport.set(0, 0, pixelWidth_, pixelHeight_);
DrawActiveTexture(colorTexture, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, postShaderProgram_, uvRotation);
DrawActiveTexture(0, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, postShaderProgram_, uvRotation);
}
}